Alice Samelrand: Difference between revisions
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:Session 4: Clones are so mean | 4CP | :Session 4: Clones are so mean | 4CP | ||
:::1 Medical Practice 1 Tactics 2 for Just as Planned | :::1 Medical Practice 1 Tactics 2 for Just as Planned | ||
::Mystery of Ingria and the General Solution | 2cp | ::Mystery of Ingria and the General Solution | 2cp -1cp for reroll in session 6 | ||
:Session 5 Engrams are so mean :( }| 4CP | :Session 5 Engrams are so mean :( }| 4CP | ||
Revision as of 18:49, 2 September 2015
"I'll let you in on a little secret" Alice knelt down in front of Uller "I am monster. I can pull the trigger till the world is nothing but bullet ridden corpses, I am not a person at all. Now will you leave my mind alone I have things to do."
Convictions:
- Grand: Men not Gods
- Personal: Grandfather was right, I'm a monster and missing something, but Flavius can fill that void
Fears:
- Grand: Will the world become boring after the Revolution?
- Personal: Will I be discarded after the Revolution?
Goals:
- Grand Goal: Put Flavius as Dictator of the New Republic!
- Personal Goal: Make Jonas notice me!
Hero Level
Local Hero
Champion:
Distinguishing features
- Dressed to the nines, rain, snow, raining blood.
- Always smiling
- Tall Dark and Bishoujo
Core Stats
- Physique 7
- Senses 10
- Intellect 7
- Aether 6
Exploits
- Adrenaline 7
- Focus 10
- Willpower 7
- Core Ether 5
Skills
- Alertness 3
- Athleticism 3
- Intuition 3
- Stealth 1
- Firearms 10
- Melee 4
- Quick Draw 3
- Tactics 2
- Leadership 1
- Problem Solving 1
- Noble Circle 1
- Republic Resistance Circles 1
- Conversation 1
- Deception 3
- Graces 2
- Interrogation 3
- One-Liners 1
- Quick uptake 2
- Drive 1
- Aether Channel 4
- Willwork 2
- Medical Pratice 1
Traits
Physique Based Traits
Adrenal Surge - Second Wind (X): As a Free Action, the character can spend two adrenaline to reduce Physical Stress to max so long as Physical Stress Level is no higher than twice maximum value.
Guard Stance (X): This character is trained to defend themselves in close combat, and can always spend a point of adrenaline to take a defensive close combat action.
Sense Based Traits
Gunslinger (X): If you beat your target AC by 10 or more, inflict one automatic light wound, 15 one serious wound, and 20 one traumatic Wound. Alternately, you can inflict a status effect instead.
Cool Hands (X): Reduce Recoil of all firearms by 1 to a minimum of 1.
Guns Akimbo (X): The Character may fire two pistols at once as a single action, for a -5 to hit with both weapons, and with all recoil penalties doubled.
Weakpoint (X): As a Free Action, spend 1 focus to reduce the Armour coverage of your target by 5 for your next action.
Combat Senses (X): As a Free Action, automatically dodge an attack by spending Focus. 1 Focus for a difficulty up to 20 dodge, 2 focus for difficulty up to 30, 3 focus for difficulty up to 40. Can be spent even if a dodge would not be allowed, so long as the attack is still physically dodgeable. Unlike a normal dodge, Combat Senses does not consume your action.
Intellect Based Traits
Nerves of Steel (X): Does not suffer from the “Distracted” Bad Vibe effect.
Just as Planned (X): When combat is declared, but before the first round begins, this character can spend one Willpower to conduct a Tactics roll to influence the current combat. If the character has already made a Combat tactics roll prior to combat, this ability can be used to re roll the result.
Aether Based Traits
Alpha Logitike (X): This character is a Jibrilite Alpha Logitike, able to use Alpha level Lotek Praxis from the Jibril spell list.
Negative Traits
Dangerous Obsession (X): The character is obsessed about a particular person, and will go out of their way to seek approval. If the character endangers themselves in some way to assist or impress the object of their obsession gain 1 extra CP per session. If the character undertakes some act specifically to aid the object of their Obsession but which actually horrifies that person (by going against their goals or convictions), both characters gain appropriate negative Vibes regarding each other, and the character loses this trait and gains a Fate point.
CP Gain
- Session 1: Cousins are so mean :( | 3CP
- CP spent +1 Aether Channel +1 Willworking +1 Melee
- Session 2; Foreign hussies are mean :( 4cp
- CP spent +1 Deception + 1 Intuition +1 +1 Quick Uptake +1 Melee
- Session 3: Peasants so mean | 4cp
- +1 Deception +1 Leadership +1 Intuition +1 Republic Resistance Circles
- Session 4: Clones are so mean | 4CP
- 1 Medical Practice 1 Tactics 2 for Just as Planned
- Mystery of Ingria and the General Solution | 2cp -1cp for reroll in session 6
- Session 5 Engrams are so mean :( }| 4CP
Equipment
2 x Mattock Prion 4PS Custom
Ammunition: 10mm Standard, Damage: +2, Range: 30m, Recoil: +2, Shots: 10, Action: Semi-automatic
4 x 4PS magazines, standard bullets (2d6 Physical) (X) (X)
2 x 4PS magazines, AP bullets (1d6 x 3 Physical)
2 x 4PS magazines, hollow point (2d6 Physical, target armour values doubled, wounds on a 5 or 6)
2 x 4PS magazine, ether core (2d6 Ether, can take Aura effects)
Stylish Skysilk Duster
Armour: 10DR, Coverage: 7, Transmute Proof
ZEN-Tek IRIS Light Comms
Radio with earpiece and throat mic, range 5km
Grimnoir of Alice
- Aspex
- Healing Touch
- Simple Transmutation
- Chaos Bolt